神话时代显示科技条件





帝国时代3中99%的科技都是<Status>UNOBTAINABLE</Status>不可取得状态,但是我们在设定科技的时候,我们可以使用<Status>OBTAINABLE</Status>来设定所有玩家都开启此科技,例如贸易站那两个科技就是这样设定的。如果这个时候再去使用神话时代的科技开启前提语句,你会发现还可以生效,并且可以根据玩家文化(Culture)、玩家文明(civilization)、玩家时代(SpecificAge)、单位数量来让符合条件的玩家显示科技。


下面是四种显示科技条件,添加在<Prereqs></Prereqs>中,可以混用(包括与帝国3原有的前提科技条件混用):

按文化显示科技



<Culture>
<culturename>文化名称,参考10-7 cultures.xml</culturename>
</Culture>
例如:
<Tech name ='TestTech5' type ='Normal'>
<DBID>2340</DBID>
<Status>OBTAINABLE</Status>
<Flag>CountsTowardEconomicScore</Flag>
<Icon>buildings\outpost\outpost_icon_64x64</Icon>
<Prereqs>
<Culture>
<culturename>WesternEurope</culturename>
</Culture>

</Prereqs>
<Effects>
</Effects>
</Tech>



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按国家显示科技


<civilization>
<civname>国家名称,参考15-Civ ID&Civ Name</civname>
</civilization>



例如:
<Tech name ='TestTech5' type ='Normal'>
<DBID>2340</DBID>
<Status>OBTAINABLE</Status>
<Flag>CountsTowardEconomicScore</Flag>
<Icon>buildings\outpost\outpost_icon_64x64</Icon>
<Prereqs>
<civilization>
<civname>French</civname>
</civilization>
</Prereqs>
<Effects>
</Effects>
</Tech>


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按时代显示科技



<SpecificAge>Age2</SpecificAge>
Age0为发现时代,Age1为殖民时代,Age2为堡垒时代,Age3为工业时代,Age4为帝王时代,这个条件不同于帝国3原有的前提科技,原有的时代前提科技在未到达所需时代时,会显示为灰色+所需时代的图标,而<SpecificAge>AgeX</SpecificAge>在未到达所设定的时代时,不会显示图标,到了所需时代才会出现。
<Tech name ='TestTech5' type ='Normal'>
<DBID>2340</DBID>
<Status>OBTAINABLE</Status>
<Flag>CountsTowardEconomicScore</Flag>
<Icon>buildings\outpost\outpost_icon_64x64</Icon>
<Prereqs>
<SpecificAge>Age2</SpecificAge>
</Prereqs>
<Effects>
</Effects>
</Tech>


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由于下面的是圣典1.0版本旧版普通教程,所以比上面的要详细,3.2版本整合到高级教程中。

当单位数量达到设定数值时显示科技

方法是在<Prereqs></Prereqs>中添加
<typecount unit="A" count="X.00" state="noneState aliveState buildingState" operator="lt"/>当单位A数量<X时开启本科技
<typecount unit="A" count="X.00" state="noneState aliveState buildingState" operator="lte"/>当单位A数量<=X时开启本科技
<typecount unit="A" count="X.00" state="noneState aliveState buildingState" operator="gte"/>当单位A数量>=X时开启本科技
<typecount unit="A" count="X.00" state="noneState aliveState buildingState" operator="gt"/>当单位A数量>X时开启本科技
<typecount unit="A" count="X.00" state="noneState aliveState buildingState" operator="eq"/>当单位A数量=X时开启本科技
<typecount unit="A" count="X.00" state="noneState aliveState buildingState" operator="neq"/>当单位A数量=X时开启本科技,备注:经过实际测试,neq在帝国3里面的确为等于,而不是不等于。
自己训练的单位,达到条件后还需要建造一个提供人口的建筑物或改良任意一个科技才能显示该科技;而通过卡片、科技运送的单位与旗军训练的单位,达到条件后会直接显示该科技,无需建造建筑或改良科技。

模板:
<typecount unit="A" count="X.00" state="noneState aliveState buildingState" operator="lt"/>
<typecount unit="A" count="X.00" state="noneState aliveState buildingState" operator="lte"/>
<typecount unit="A" count="X.00" state="noneState aliveState buildingState" operator="gte"/>
<typecount unit="A" count="X.00" state="noneState aliveState buildingState" operator="gt"/>
<typecount unit="A" count="X.00" state="noneState aliveState buildingState" operator="eq"/>

蓝色语句是当Musketeer(火枪手)数量大于5才会显示这个科技按钮,绿色语句是当Musketeer(火枪手)数量等于5才会显示这个科技按钮

  techtreey.xml - 记事本 ____ X
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	<Tech name ='DYITech' type ='Normal'>
<DBID>5271</DBID>
<DisplayNameID>06001</DisplayNameID>
<Status>UNOBTAINABLE</Status>
<RolloverTextID>06002</RolloverTextID>
<Flag>CountsTowardEconomicScore</Flag>
<Prereqs>
<typecount unit="Musketeer" count="5.00" state="noneState aliveState buildingState" operator="gt"/>
</Prereqs>
<Effects>
<Effect type ='TechStatus' status ='obtainable'>GuardMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMusketeers</Effect>
</Effects>
</Tech>
<Tech name ='DYITech2' type ='Normal'>
<DBID>5271</DBID>
<DisplayNameID>06003</DisplayNameID>
<Status>UNOBTAINABLE</Status>
<RolloverTextID>06004</RolloverTextID>
<Flag>CountsTowardEconomicScore</Flag>
<Prereqs>
<typecount unit="Musketeer" count="5.00" state="noneState aliveState buildingState" operator="eq"/>
</Prereqs>
<Effects>
<Effect type ='TechStatus' status ='obtainable'>GuardMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMusketeers</Effect>
</Effects>
</Tech>
</TechTree><!-- 这个是Techtreey的结尾,请将语句复制在</TechTree>上面-->

不要忘了要先启用这些科技这个是1.0旧版本教程,所以使用的是<Status>UNOBTAINABLE</Status>,需要在Age0初始科技中开启此科技。

  techtreey.xml - 记事本 ____ X
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<Tech name ='Age0French' type ='Normal'>
<DBID>105</DBID>
<Status>UNOBTAINABLE</Status>
<Flag>Shadow</Flag>
<Effects>
<Effect type ='TechStatus' status ='obtainable'>DYITech</Effect>
<Effect type ='TechStatus' status ='obtainable'>DYITech2</Effect>

<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Explorer</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>TownCenter</Target></Effect>
<Effect type ='TechStatus' status ='active'>AAStandardStartingTechs</Effect>
<Effect type ='TechStatus' status ='obtainable'>RGVoltigeur</Effect>
<Effect type ='TechStatus' status ='obtainable'>RGGendarmes</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchCodeNapoleon</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial1</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Hussar</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Sheep</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>House</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Mill</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardMusketeers</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Musketeer</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial3</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial2</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Coureur</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardHalberdiers</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardDragoons</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranPikemen</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHalberdiers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialGendarme</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialVoltigeur</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialDragoons</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Capitol</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Falconet</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>ArtilleryDepot</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Stable</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Barracks</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranCrossbowmen</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianGeneral</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianPresidente</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMohawk</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianEngineer</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMusketeerFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianNaturalist</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMarksman</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianQuartermaster</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Plantation</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>TradingPost</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Outpost</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Caravel</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Dock</Target></Effect>
<Effect type ='TechStatus' status ='active'>XPTrickle</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Market</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Arsenal</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Skirmisher</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>CWallGate</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>LivestockPen</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Church</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallStraight2</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallStraight5</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallConnector</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianTycoonFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianScoutFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianPhilosopherPrinceFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianGovernorFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianExiledPrinceFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianCavalierFrench</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Pikeman</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Crossbowman</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHussars</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardHussars</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranHussars</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Halberdier</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>FieldHospital</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Priest</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Cuirassier</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Culverin</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Mortar</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Dragoon</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Monitor</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Frigate</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Galleon</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>Bayonet</Effect>
<Effect type ='TechStatus' status ='active'>Levy</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>FishingBoat</Target></Effect>
<Effect type ='Data' action ='SpawnCannon' amount ='1.00' subtype ='ActionEnable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Factory</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialCannon</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialFieldGun</Effect>
<Effect type ='TechStatus' status ='obtainable'>FieldGun</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranDragoonsShadow</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranSkirmishersShadow</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMonitors</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialManOWar</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Saloon</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>XPRevolutionLouverture</Effect>
<Effect type ='TechStatus' status ='obtainable'>XPRevolutionSantander</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpPetard</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHorseArtillery</Effect>
<Effect type ='TechStatus' status ='obtainable'>HeavyHorseArtillery</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpHorseArtillery</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpSpy</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ShipHowitzers</Effect>
</Effects>
</Tech>

还有要添加这些科技的按钮

  protoy.xml - 记事本 ____ X
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	<Unit id ='294' name ='TownCenter'>
<DBID>16</DBID>
<DisplayNameID>22841</DisplayNameID>
<EditorNameID>28145</EditorNameID>
<PopulationCapAddition>10</PopulationCapAddition>
<ObstructionRadiusX>4.0000</ObstructionRadiusX>
<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>buildings\town_center\town_center.xml</AnimFile>
<DeadReplacement>BuildingRubble4x4</DeadReplacement>
<DeadReplacementLifespan>15</DeadReplacementLifespan>
<ImpactType>Wood</ImpactType>
<PhysicsInfo>house</PhysicsInfo>
<PlacementFile>buildinglarge.xml</PlacementFile>
<Icon>buildings\town_center\towncenter_icon</Icon>
<MinimapIcon>ui\minimap\towncenter</MinimapIcon>
<PortraitIcon>buildings\town_center\towncenter_portrait</PortraitIcon>
<RolloverTextID>22840</RolloverTextID>
<ShortRolloverTextID>25734</ShortRolloverTextID>
<InitialHitpoints>6500.0000</InitialHitpoints>
<MaxHitpoints>6500.0000</MaxHitpoints>
<LOS>38.0000</LOS>
<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
<UnitAIType>RangedCombative</UnitAIType>
<BuildPoints>60.0000</BuildPoints>
<BuildLimit>1</BuildLimit>
<Bounty>240.0000</Bounty>
<Cost resourcetype ='Wood'>600.0000</Cost>
<BuildingWorkRate>1.0000</BuildingWorkRate>
<MaxContained>50</MaxContained>
<AllowedAge>0</AllowedAge>
<Armor type ='Siege' value ='0.0000'></Armor>
<BuilderLimit>8</BuilderLimit>
<UnitType>LogicalTypeValidSabotage</UnitType>
<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
<UnitType>LogicalTypeTCBuildLimit</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeShipsAndBuildings</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
<UnitType>Building</UnitType>
<UnitType>Economic</UnitType>
<UnitType>BuildingClass</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>CountsTowardEconomicScore</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractTownCenter</UnitType>
<UnitType>AbstractCanSeeStealth</UnitType>
<Train row ='0' page ='0' column ='0'>ypSettlerJapanese</Train>
<Train row ='0' page ='0' column ='0'>ypSettlerIndian</Train>
<Train row ='0' page ='0' column ='0'>ypSettlerAsian</Train>
<Train row ='0' page ='0' column ='0'>Settler</Train>
<Train row ='0' page ='0' column ='0'>Coureur</Train>
<Train row ='0' page ='0' column ='3'>HotAirBalloon</Train>
<Train row ='0' page ='0' column ='2'>Envoy</Train>
<Train row ='0' page ='0' column ='0'>xpColonialMilitia</Train>
<Train row ='0' page ='0' column ='0'>SettlerNative</Train>
<Train row ='0' page ='0' column ='5'>PetCougar</Train>
<Train row ='0' page ='0' column ='5'>ypSPCBrahminHealer</Train>
<Train row ='0' page ='0' column ='5'>ypMonkChinese</Train>
<Train row ='0' page ='0' column ='6'>ypMonkChinese2</Train>
<Train row ='0' page ='0' column ='6'>ypMonkIndian2</Train>
<Train row ='0' page ='0' column ='5'>ypMonkIndian</Train>
<Train row ='0' page ='0' column ='5'>ypMonkJapanese</Train>
<Train row ='0' page ='0' column ='6'>ypMonkJapanese2</Train>
<Tech row ='0' page ='2' column ='1'>DYITech</Tech>
<Tech row ='0' page ='2' column ='2'>DYITech2</Tech>

<Tech row ='0' page ='1' column ='0'>TribalIroquoisWarrior5</Tech>
<Tech row ='0' page ='1' column ='0'>TribalIroquoisWisewoman4</Tech>
<Tech row ='0' page ='1' column ='0'>TribalIroquoisYouth2</Tech>
<Tech row ='0' page ='1' column ='0'>TribalIroquoisYouth3</Tech>
<Tech row ='0' page ='1' column ='1'>XPRevolutionLouverture</Tech>
<Tech row ='0' page ='1' column ='2'>ImpImmigrantsNative</Tech>
<Tech row ='0' page ='1' column ='0'>TribalAztecWarrior2</Tech>
<Tech row ='0' page ='1' column ='0'>TribalAztecYouth5</Tech>
<Tech row ='0' page ='1' column ='0'>PoliticianAdmiralOttoman</Tech>
<Tech row ='0' page ='1' column ='0'>PoliticianViceroyGerman</Tech>
<Tech row ='0' page ='1' column ='0'>PoliticianViceroyPortuguese</Tech>
<Tech row ='0' page ='1' column ='0'>PoliticianCavalierDutch</Tech>
<Tech row ='0' page ='1' column ='0'>PoliticianMusketeerDutch</Tech>
<Tech row ='0' page ='1' column ='0'>PoliticianGeneralOttoman</Tech>
<Tech row ='0' page ='1' column ='0'>PoliticianViceroyDutch</Tech>
<Tech row ='0' page ='2' column ='0'>BigIroquoisWarParty</Tech>
<Tech row ='0' page ='1' column ='2'>ImpLegendaryNativesNatives</Tech>
<Tech row ='0' page ='1' column ='0'>PoliticianGeneralBritish</Tech>
<Tech row ='0' page ='1' column ='0'>PoliticianMarksmanOttoman</Tech>
<Tech row ='0' page ='1' column ='0'>TribalIroquoisWisewoman3</Tech>
<Tech row ='0' page ='1' column ='0'>PoliticianAdventurerBritish</Tech>
<Tech row ='0' page ='1' column ='0'>PoliticianMusketeerBritish</Tech>
<Tech row ='0' page ='1' column ='0'>TribalIroquoisChief4</Tech>
<Tech row ='0' page ='1' column ='0'>TribalIroquoisShaman2</Tech>
<Tech row ='0' page ='1' column ='0'>TribalIroquoisWisewoman2</Tech>
<Tech row ='0' page ='1' column ='0'>TribalIroquoisChief5</Tech>
<Tech row ='0' page ='1' column ='0'>TribalIroquoisShaman5</Tech>
<Tech row ='0' page ='2' column ='0'>BigIroquoisRaidingParty</Tech>
<Tech row ='0' page ='1' column ='0'>TribalSiouxYouth5</Tech>
<Tech row ='0' page ='1' column ='0'>TribalSiouxShaman4</Tech>
<Tech row ='0' page ='1' column ='0'>TribalSiouxShaman3</Tech>
<Tech row ='0' page ='1' column ='0'>TribalAztecChief4</Tech>
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<Flag>StartingColonyBuilding</Flag>
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<Flag>CollidesWithProjectiles</Flag>
<Flag>StartsAtFullEfficiency</Flag>
<Flag>Immoveable</Flag>
<Flag>NoBloodOnDeath</Flag>
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<Flag>NonAutoFormedUnit</Flag>
<Flag>Doppled</Flag>
<Flag>SelectWithObstruction</Flag>
<Flag>PaintTextureWhenPlacing</Flag>
<Flag>FlattenGround</Flag>
<Flag>HasGatherPoint</Flag>
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<Contain>AbstractVillager</Contain>
<Contain>Imam</Contain>
<Contain>NatMedicineMan</Contain>
<Contain>Missionary</Contain>
<Contain>Priest</Contain>
<Contain>Surgeon</Contain>
<Contain>xpMedicineMan</Contain>
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<Tactics>towncenter.tactics</Tactics>
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<Name>AntiShipAttack</Name>
<Damage>75.000000</Damage>
<DamageType>Siege</DamageType>
<MaxRange>40.000000</MaxRange>
<ROF>3.000000</ROF>
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<Name>RangedAttack</Name>
<DamageBonus type ='AbstractVillager'>2.000000</DamageBonus>
<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
<Damage>9.000000</Damage>
<DamageType>Ranged</DamageType>
<MaxRange>32.000000</MaxRange>
<ROF>3.000000</ROF>
</ProtoAction>
</Unit>













至于为什么自己训练的单位要改良任意一个科技或建造支持人口的建筑才能显示科技的原因我也不清楚,这几个语句是从神话时代搬过来的。


判断单位数量更深层研究-->https://www.aoebbs.net/thread-738-1-1.html